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 READ: Mutators and specifications:

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DDDX
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PostSubject: READ: Mutators and specifications:   Thu Nov 05, 2009 11:55 pm

UT2004RPG
WeaponsOfPower
SatoreMonsterConfig 1.20
SatoreMonsterPack 1.20
ComboNecro V2

Hoster
Net speed: 10dl\2ul
Server has redirect (upload 10 MBit/s)

MAX STATS:
WS (weapon speed) 200
AD (adrenaline) 2000
HP (hit points) 2000
DB (damage bonus) 500
DR (damage reduction) 600
ammo 2000


Godlike monster skill
last wave: 17
Friendly fire: 2%
Exp for win: 7500
Monster adjustment factor: 0,31
Starting level: 25
Stat points per level: 20
Exp needed to reach next level: 12% more of last level (yeah we dont expect anyone to reach level 100...ever Wink
NO druid (causes instability), no engeneer
Removed classes (all players can get all abilities), no ghost ability, no magic weapon maker

magic weapon chance 85%, wop chance has a slight advantage (wop = weapon of power)
max wop level= +6, min= -2 (so max slots is 11)
monsters above wave 5 have A LOT of bonuse,and CAN and WILL kill you fast.

avoid SUPERMONSTERS-the ones abnormally large. They are made to have 10% - 100% more attack damage (in average some 30%), but most have 400,500, sometimes 900% MORE health!!!! However,they all move slower than normal,(apart from super Puppae)
monster adjustment factor- on
Quad jump


Exclamation This server is ment to be one of the hardest servers there is. Impossible to win on your own,only by having 5+ players of level 70+ all working together as a team,to kill the monsters in higher waves. So the main thing is
COOPERATION.

This means sharing your wops (if u dont know how to copy a wop,look in F.A.Q.)
This means sharing powerups,and artifacts you dont use.
This means using necro combo to raise whenever you can (usefull because of the monster adjustment factor-the lower level the weakest player is,the weaker the monsters will be adjusted)
This means selecting an area where all will fight together and where weaker players can come and hide, restore their health...
This means concentrating your combined fire on the same monsters,to kill them, using link gun to boost the player with the most DB etc...


Last edited by DDDX on Sat Nov 07, 2009 2:24 am; edited 3 times in total
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Kilian
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PostSubject: Re: READ: Mutators and specifications:   Fri Nov 06, 2009 6:42 pm

Were i can get the Weapons of Power Mod ? Very Happy


Last edited by Kilian on Fri Nov 06, 2009 10:07 pm; edited 1 time in total
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DDDX
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PostSubject: Re: READ: Mutators and specifications:   Fri Nov 06, 2009 7:51 pm

u have 2 links in the toppic Weapons of power
one is the druids rpg original site,from the makers of rpg
the other is for wops
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Yaaz
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PostSubject: Re: READ: Mutators and specifications:   Fri Nov 06, 2009 8:31 pm

DDDX wrote:
[center]

NO druid (causes instability), no engeneer
Removed classes (all players can get all abilities), no ghost ability, no magic weapon maker

Druid not uses becouse:
1) Druid uses the same Ability as the usual original RPG
2) advantages only in the classroom
3) instability (not look why, because there are two points above =))

if you have idea about new mutators... do not hesitate....write to the mail (Yaazard@mail.ru) or here.

And server have autorestart script. wtf? this script for auto restart server if he go down,
this script is mega secret... is magic)
If you lost lvl, write mail.


Last edited by Yaaz on Fri Nov 06, 2009 9:31 pm; edited 2 times in total
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Kilian
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PostSubject: Re: READ: Mutators and specifications:   Sat Nov 07, 2009 12:58 am

hmm a script lol, in the game deus ex i have from my friend a server starter who restart too but script ? it can be but not Unrela script lol
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Skaarj

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PostSubject: Re: READ: Mutators and specifications:   Wed Dec 02, 2009 5:01 pm

Yaaz wrote:
DDDX wrote:
[center]

NO druid (causes instability), no engeneer
Removed classes (all players can get all abilities), no ghost ability, no magic weapon maker

Druid not uses becouse:
1) Druid uses the same Ability as the usual original RPG
2) advantages only in the classroom
3) instability (not look why, because there are two points above =))

if you have idea about new mutators... do not hesitate....write to the mail (Yaazard@mail.ru) or here.


And server have autorestart script. wtf? this script for auto restart server if he go down,
this script is mega secret... is magic)
If you lost lvl, write mail.

I have 2 ideas.

1.Dual wielding ( http://www.ataricommunity.com/forums/showthread.php?s=&threadid=493762 ) allows you to wield 2 diferent weapons and doesn't need 9 buttons mouse. Allso it increases the chance of winning the invasion. (Bad part is that you can't use alternative fire when dual wielding) The mod is very customizable.
Note : To change a weapon when dual wielding you need to press one of the the two keys used for dual wielding and press a number to change to your desired weapon. (There is a key for right weapon and another for left)

Dual Wielding Direct link : http://web.aanet.com.au/porkmanii/UT2k4/DualWielding/DualWield-Beta1.92.zip
Screenshot : http://web.aanet.com.au/porkmanii/UT2k4/DualWielding/dual-wielding_whats_new.jpg


2.Sentinel ( http://home.comcast.net/~meholick/ ) players can place sentinels/turrets on floor or on ceiling, and if they got enought ammo they can upgrade the sentinels with armor;sensors;shields and beter weapons. (Sentinels limit per player and per team can be set, I sugest 1 sent per player due to scoreboard flooding) The sentinels have inf ammo and can be controlled by the player.
Note : To place a sent on the ground aim ahead of you, or the sent will spawn kill you, to upgrade left click on the sent while holding sent gun.

Sentinel Direct Link : http://home.comcast.net/~meholick/sents.zip


Last edited by Skaarj on Wed Dec 02, 2009 5:13 pm; edited 1 time in total
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PostSubject: Re: READ: Mutators and specifications:   Wed Dec 02, 2009 5:04 pm

when somebody want, i can make a exploding ammo mutator, but it need long time

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DDDX
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PostSubject: Re: READ: Mutators and specifications:   Wed Dec 02, 2009 10:31 pm

hmm...sentinel looks cool,but is it compatible with RPG?
im for it,to try it
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PostSubject: Re: READ: Mutators and specifications:   Thu Dec 03, 2009 1:30 pm

ok, first i need a repleacer, and its compatible with rpg
but i need a l0ong time because im busy this weeks....

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PostSubject: Re: READ: Mutators and specifications:   Thu Dec 03, 2009 2:40 pm

Kilian wrote:
ok, first i need a repleacer, and its compatible with rpg
but i need a l0ong time because im busy this weeks....

WoRM2k4?

http://download.beyondunreal.com/fileworks.php/wod/UT2k4/WoRM2k4_v2_51.zip
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PostSubject: Re: READ: Mutators and specifications:   Thu Dec 03, 2009 3:41 pm

whats that

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PostSubject: Re: READ: Mutators and specifications:   Thu Dec 03, 2009 4:41 pm

Kilian wrote:
whats that

Ummm weapon replacer mutator? 0.o
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PostSubject: Re: READ: Mutators and specifications:   Thu Dec 03, 2009 4:43 pm

why we need that ?

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PostSubject: Re: READ: Mutators and specifications:   Thu Dec 03, 2009 4:46 pm

Kilian wrote:
why we need that ?

You sayed you want :

Kilian wrote:
ok, first i need a repleacer, and its compatible with rpg
but i need a l0ong time because im busy this weeks....
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PostSubject: Re: READ: Mutators and specifications:   Thu Dec 03, 2009 5:15 pm

ha, i mean that not so
i must make a new
who replace the weps, but maybe it works so too, ty

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PostSubject: Re: READ: Mutators and specifications:   Fri Dec 04, 2009 5:47 pm

I got another mod ideea!

Heaven of Relics :
Description : Randomly places power-ups/relics in the map, and when they are picked up they give the user powers, for example high jump;high speed;high damage;you explode after you die;ammo regen;health regen etc etc etc...
Website : http://www.moddb.com/mods/heaven-of-relics
Direct Download : http://www.moddb.com/downloads/mirror/2901/1/1565a6d44b10d0ec52e0bb0fdfb89b91
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PostSubject: Re: READ: Mutators and specifications:   Fri Dec 04, 2009 9:04 pm

ahhh.. they was in UT too, are cool
but some are useless


1 other question : did the repleacer repleace ammo too ?

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PostSubject: Re: READ: Mutators and specifications:   Fri Dec 04, 2009 9:51 pm

Kilian wrote:
ahhh.. they was in UT too, are cool
but some are useless


1 other question : did the repleacer repleace ammo too ?


I guess so... Why don't you try? 0.o

EDIT:
About relics : You can disable the relics you don't want!
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PostSubject: Re: READ: Mutators and specifications:   Sat Dec 05, 2009 12:31 am

ok


i will test it and go to make the exploding ammo..-.

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